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Comparing deliantra/server/common/button.C (file contents):
Revision 1.4 by elmex, Wed Aug 30 12:42:56 2006 UTC vs.
Revision 1.37 by root, Tue Jul 31 17:33:14 2007 UTC

1/* 1/*
2 * static char *rcsid_button_c = 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * "$Id: button.C,v 1.4 2006/08/30 12:42:56 elmex Exp $"; 3 *
4 */ 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5
6/*
7 CrossFire, A Multiplayer game for X-windows
8
9 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
10 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
11 7 *
12 This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
13 it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
14 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
15 (at your option) any later version. 11 * (at your option) any later version.
16 12 *
17 This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
18 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 GNU General Public License for more details. 16 * GNU General Public License for more details.
21 17 *
22 You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
23 along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
25 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
26 The authors can be reached via e-mail at crossfire-devel@real-time.com
27*/ 22 */
28 23
29#include <global.h> 24#include <global.h>
30#include <funcpoint.h> 25#include <funcpoint.h>
31 26
32/* 27/*
37 * elmex: 32 * elmex:
38 * This function takes a objectlink list with all the objects are going to be activated. 33 * This function takes a objectlink list with all the objects are going to be activated.
39 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set. 34 * state is a true/false flag that will actiavte objects that have FLAG_ACTIVATE_ON_PUSH/RELEASE set.
40 * The source argument can be 0 or the source object for this activation. 35 * The source argument can be 0 or the source object for this activation.
41 */ 36 */
37void
42void activate_connection_link (objectlink *ol, bool state, object *source = 0) 38activate_connection_link (objectlink * ol, bool state, object *source = 0)
43{ 39{
44 object *tmp = 0;
45
46 for (; ol; ol = ol->next) 40 for (; ol; ol = ol->next)
47 { 41 {
48 if (!ol->ob || ol->ob->count != ol->id) 42 if (!ol->ob)
49 { 43 {
50 LOG (llevError, "Internal error in activate_connection_link (%ld).\n", ol->id); 44 LOG (llevError, "Internal error in activate_connection_link.\n");
51 continue; 45 continue;
52 } 46 }
47
53 /* a button link object can become freed when the map is saving. As 48 /* a button link object can become freed when the map is saving. As
54 * a map is saved, objects are removed and freed, and if an object is 49 * a map is saved, objects are removed and freed, and if an object is
55 * on top of a button, this function is eventually called. If a map 50 * on top of a button, this function is eventually called. If a map
56 * is getting moved out of memory, the status of buttons and levers 51 * is getting moved out of memory, the status of buttons and levers
57 * probably isn't important - it will get sorted out when the map is 52 * probably isn't important - it will get sorted out when the map is
58 * re-loaded. As such, just exit this function if that is the case. 53 * re-loaded. As such, just exit this function if that is the case.
59 */ 54 */
60 55
61 if (QUERY_FLAG (ol->ob, FLAG_FREED)) 56 if (QUERY_FLAG (ol->ob, FLAG_FREED))
62 return; 57 return;
58
63 tmp = ol->ob; 59 object *tmp = ol->ob;
64 60
65 /* if the criteria isn't appropriate, don't do anything */ 61 /* if the criteria isn't appropriate, don't do anything */
66 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
67 continue; 63 continue;
64
68 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 65 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
69 continue; 66 continue;
70 67
71 switch (tmp->type) 68 switch (tmp->type)
72 { 69 {
73 case GATE: 70 case GATE:
74 case HOLE: 71 case HOLE:
75 tmp->value = tmp->stats.maxsp ? !state : state; 72 tmp->value = tmp->stats.maxsp ? !state : state;
76 tmp->speed = 0.5; 73 tmp->set_speed (0.5);
77 update_ob_speed (tmp);
78 break; 74 break;
79 75
80 case CF_HANDLE: 76 case CF_HANDLE:
81 SET_ANIMATION (tmp, 77 SET_ANIMATION (tmp, (tmp->value = tmp->stats.maxsp ? !state : state));
82 (tmp->value =
83 tmp->stats.maxsp ? !state : state));
84 update_object (tmp, UP_OBJ_FACE); 78 update_object (tmp, UP_OBJ_FACE);
85 break; 79 break;
86 80
87 case SIGN: 81 case SIGN:
88 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 82 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
89 { 83 {
84 tmp->play_sound (tmp->sound);
90 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 85 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
91 if (tmp->stats.food) 86 if (tmp->stats.food)
92 tmp->last_eat++; 87 tmp->last_eat++;
93 } 88 }
94 break; 89 break;
95 90
96 case ALTAR: 91 case ALTAR:
97 tmp->value = 1; 92 tmp->value = 1;
98 SET_ANIMATION (tmp, tmp->value); 93 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 94 update_object (tmp, UP_OBJ_FACE);
100 break; 95 break;
101 96
102 case BUTTON: 97 case BUTTON:
103 case PEDESTAL: 98 case PEDESTAL:
104 tmp->value = state; 99 tmp->value = state;
105 SET_ANIMATION (tmp, tmp->value); 100 SET_ANIMATION (tmp, tmp->value);
106 update_object (tmp, UP_OBJ_FACE); 101 update_object (tmp, UP_OBJ_FACE);
107 break; 102 break;
108 103
109 case MOOD_FLOOR: 104 case MOOD_FLOOR:
110 do_mood_floor (tmp, source); 105 do_mood_floor (tmp, source);
111 break; 106 break;
112 107
113 case TIMED_GATE: 108 case TIMED_GATE:
114 tmp->speed = tmp->arch->clone.speed; 109 tmp->set_speed (tmp->arch->speed);
115 update_ob_speed (tmp); /* original values */
116 tmp->value = tmp->arch->clone.value; 110 tmp->value = tmp->arch->value;
117 tmp->stats.sp = 1; 111 tmp->stats.sp = 1;
118 tmp->stats.hp = tmp->stats.maxhp; 112 tmp->stats.hp = tmp->stats.maxhp;
119 /* Handle multipart gates. We copy the value for the other parts 113 /* Handle multipart gates. We copy the value for the other parts
120 * from the head - this ensures that the data will consistent 114 * from the head - this ensures that the data will consistent
121 */ 115 */
122 for (tmp = tmp->more; tmp != NULL; tmp = tmp->more) 116 for (object *part = tmp->more; part; part = part->more)
123 { 117 {
124 tmp->speed = tmp->head->speed; 118 part->value = tmp->value;
125 tmp->value = tmp->head->value; 119 part->stats.sp = tmp->stats.sp;
126 tmp->stats.sp = tmp->head->stats.sp; 120 part->stats.hp = tmp->stats.hp;
127 tmp->stats.hp = tmp->head->stats.hp;
128 update_ob_speed (tmp); 121 part->set_speed (tmp->speed);
129 } 122 }
130 break; 123 break;
131 124
132 case DIRECTOR: 125 case DIRECTOR:
133 case FIREWALL: 126 case FIREWALL:
134 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL) 127 if (!QUERY_FLAG (tmp, FLAG_ANIMATE) && tmp->type == FIREWALL)
135 move_firewall (tmp); 128 move_firewall (tmp);
136 else 129 else
137 { 130 {
138 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */ 131 if ((tmp->stats.sp += tmp->stats.maxsp) > 8) /* next direction */
139 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1; 132 tmp->stats.sp = ((tmp->stats.sp - 1) % 8) + 1;
133
140 animate_turning (tmp); 134 animate_turning (tmp);
141 } 135 }
142 break; 136 break;
143 137
144 case TELEPORTER: 138 case TELEPORTER:
145 move_teleporter (tmp); 139 move_teleporter (tmp);
146 break; 140 break;
147 141
148 case CREATOR: 142 case CREATOR:
149 move_creator (tmp); 143 move_creator (tmp);
150 break; 144 break;
151 145
152 case TRIGGER_MARKER: 146 case TRIGGER_MARKER:
153 move_marker (tmp); 147 move_marker (tmp);
154 break; 148 break;
155 149
156 case DUPLICATOR: 150 case DUPLICATOR:
157 move_duplicator (tmp); 151 move_duplicator (tmp);
158 break; 152 break;
159 } 153 }
160 } 154 }
161} 155}
162 156
163/* 157/*
170 * altars/pedestals/holes in the whole map. 164 * altars/pedestals/holes in the whole map.
171 * Changed the routine to loop through _all_ objects. 165 * Changed the routine to loop through _all_ objects.
172 * Better hurry with that linked list... 166 * Better hurry with that linked list...
173 * 167 *
174 */ 168 */
169void
175void push_button (object *op) 170push_button (object *op)
176{ 171{
177 oblinkpt *obp = get_button_links (op); 172 oblinkpt *obp = get_button_links (op);
178 173
179 if (!obp) 174 if (!obp)
180 return; 175 return;
181 176
182 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64(obp->value), ARG_INT(op->value))) 177 if (INVOKE_MAP (TRIGGER, op->map, ARG_INT64 (obp->value), ARG_INT (op->value)))
183 return; 178 return;
184 179
185 activate_connection_link (obp->link, op->value, op); 180 activate_connection_link (obp->link, op->value, op);
186} 181}
187 182
191 * only a map, a connection value and a true or false flag that indicated whether 186 * only a map, a connection value and a true or false flag that indicated whether
192 * the connection was 'state' or 'released'. So that you can activate objects 187 * the connection was 'state' or 'released'. So that you can activate objects
193 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly. 188 * who have FLAG_ACTIVATE_ON_PUSH/RELEASE set properly.
194 * 189 *
195 */ 190 */
191void
196void activate_connection (mapstruct *map, long connection, bool state) 192activate_connection (maptile *map, long connection, bool state)
197{ 193{
198 if (INVOKE_MAP (TRIGGER, map, ARG_INT64(connection), ARG_INT(state))) 194 if (INVOKE_MAP (TRIGGER, map, ARG_INT64 (connection), ARG_INT (state)))
199 return; 195 return;
200 196
201 oblinkpt *obp = get_connection_links (map, connection); 197 oblinkpt *obp = get_connection_links (map, connection);
198
202 if (obp) 199 if (obp)
203 activate_connection_link (obp->link, state); 200 activate_connection_link (obp->link, state);
204} 201}
205 202
206/* 203/*
207 * Updates everything connected with the button op. 204 * Updates everything connected with the button op.
208 * After changing the state of a button, this function must be called 205 * After changing the state of a button, this function must be called
209 * to make sure that all gates and other buttons connected to the 206 * to make sure that all gates and other buttons connected to the
210 * button reacts to the (eventual) change of state. 207 * button reacts to the (eventual) change of state.
211 */ 208 */
212 209void
213void update_button(object *op) { 210update_button (object *op)
211{
214 object *ab,*tmp,*head; 212 object *ab, *tmp, *head;
215 int tot,any_down=0, old_value=op->value; 213 int tot, any_down = 0, old_value = op->value;
216 oblinkpt *obp = 0; 214 oblinkpt *obp = 0;
217 objectlink *ol; 215 objectlink *ol;
218 216
219 obp = get_button_links (op); 217 obp = get_button_links (op);
220 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */ 218 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
221 if (obp) 219 if (obp)
222 for (ol = obp->link; ol; ol = ol->next) { 220 for (ol = obp->link; ol; ol = ol->next)
223 if (!ol->ob || ol->ob->count != ol->id) { 221 {
222 if (!ol->ob)
223 {
224 LOG(llevDebug, "Internal error in update_button (%s).\n", op->name); 224 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
225 continue; 225 continue;
226 } 226 }
227
227 tmp = ol->ob; 228 tmp = ol->ob;
228 if (tmp->type==BUTTON) { 229 if (tmp->type == BUTTON)
230 {
229 for(ab=tmp->above,tot=0;ab!=NULL;ab=ab->above) 231 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of 232 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check 233 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to 234 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter 235 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop? 236 * behaviour based on object within that loop?
235 */ 237 */
236 238
237 /* Basically, if the move_type matches that on what the 239 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 240 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 241 * objects don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 242 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 243 * that are only triggered by flying objects.
242 */ 244 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type==0 ) 245 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot+=ab->weight*(ab->nrof?ab->nrof:1)+ab->carrying; 246 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying;
245 247
246 tmp->value=(tot>=tmp->weight)?1:0; 248 tmp->value = (tot >= tmp->weight) ? 1 : 0;
247 if(tmp->value) 249 if (tmp->value)
248 any_down=1; 250 any_down = 1;
251 }
249 } else if (tmp->type == PEDESTAL) { 252 else if (tmp->type == PEDESTAL)
253 {
250 tmp->value = 0; 254 tmp->value = 0;
251 for(ab=tmp->above; ab!=NULL; ab=ab->above) { 255 for (ab = tmp->above; ab != NULL; ab = ab->above)
252 head = ab->head ? ab->head : ab; 256 {
257 head = ab->head_ ();
253 /* Same note regarding move_type for buttons above apply here. */ 258 /* Same note regarding move_type for buttons above apply here. */
254 if ( ((head->move_type & tmp->move_on) || ab->move_type==0) && 259 if (((head->move_type & tmp->move_on) || ab->move_type == 0) &&
255 (head->race==tmp->slaying || 260 (head->race == tmp->slaying ||
256 ((head->type==SPECIAL_KEY) && (head->slaying==tmp->slaying)) || 261 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) ||
257 (!strcmp (tmp->slaying, "player") && 262 (!strcmp (tmp->slaying, "player") && head->type == PLAYER)))
258 head->type == PLAYER)))
259 tmp->value = 1; 263 tmp->value = 1;
260 } 264 }
265
261 if(tmp->value) 266 if (tmp->value)
262 any_down=1; 267 any_down = 1;
263 } 268 }
264 } 269 }
265 if(any_down) /* If any other buttons were down, force this to remain down */ 270 if (any_down) /* If any other buttons were down, force this to remain down */
266 op->value=1; 271 op->value = 1;
267 272
268 /* If this button hasn't changed, don't do anything */ 273 /* If this button hasn't changed, don't do anything */
269 if (op->value != old_value) { 274 if (op->value != old_value)
275 {
270 SET_ANIMATION(op, op->value); 276 SET_ANIMATION (op, op->value);
271 update_object(op, UP_OBJ_FACE); 277 update_object (op, UP_OBJ_FACE);
272 push_button(op); /* Make all other buttons the same */ 278 push_button (op); /* Make all other buttons the same */
273 }
274}
275
276/*
277 * Updates every button on the map (by calling update_button() for them).
278 */
279
280void update_buttons(mapstruct *m) {
281 objectlink *ol;
282 oblinkpt *obp;
283 for (obp = m->buttons; obp; obp = obp->next)
284 for (ol = obp->link; ol; ol = ol->next) {
285 if (!ol->ob || ol->ob->count != ol->id) {
286 LOG(llevError, "Internal error in update_button (%s (%dx%d):%d, connected %ld).\n",
287 ol->ob?ol->ob->name:"null",
288 ol->ob?ol->ob->x:-1,
289 ol->ob?ol->ob->y:-1,
290 ol->id,
291 obp->value);
292 continue;
293 } 279 }
294 if (ol->ob->type==BUTTON || ol->ob->type==PEDESTAL)
295 {
296 update_button(ol->ob);
297 break;
298 }
299 }
300} 280}
301 281
282void
302void use_trigger(object *op) 283use_trigger (object *op)
303{ 284{
304
305 /* Toggle value */ 285 /* Toggle value */
306 op->value = !op->value; 286 op->value = !op->value;
307 push_button(op); 287 push_button (op);
308} 288}
309 289
310/* 290/*
311 * Note: animate_object should be used instead of this, 291 * Note: animate_object should be used instead of this,
312 * but it can't handle animations in the 8 directions 292 * but it can't handle animations in the 8 directions
313 */ 293 */
314 294void
315void animate_turning(object *op) /* only one part objects */ 295animate_turning (object *op) /* only one part objects */
316{ 296{
317 if (++op->state >= NUM_ANIMATIONS(op)/8) 297 if (++op->state >= NUM_ANIMATIONS (op) / 8)
318 op->state=0; 298 op->state = 0;
319 SET_ANIMATION(op, (op->stats.sp-1) * NUM_ANIMATIONS(op) / 8 + 299 SET_ANIMATION (op, (op->stats.sp - 1) * NUM_ANIMATIONS (op) / 8 + op->state);
320 op->state);
321 update_object(op,UP_OBJ_FACE); 300 update_object (op, UP_OBJ_FACE);
322} 301}
323 302
324#define ARCH_SACRIFICE(xyz) ((xyz)->slaying) 303#define ARCH_SACRIFICE(xyz) ((xyz)->slaying)
325#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food) 304#define NROF_SACRIFICE(xyz) ((uint32)(xyz)->stats.food)
326 305
332 * 311 *
333 * 0.93.4: Linked objects (ie, objects that are connected) can not be 312 * 0.93.4: Linked objects (ie, objects that are connected) can not be
334 * sacrificed. This fixes a bug of trying to put multiple altars/related 313 * sacrificed. This fixes a bug of trying to put multiple altars/related
335 * objects on the same space that take the same sacrifice. 314 * objects on the same space that take the same sacrifice.
336 */ 315 */
337 316
317int
338int check_altar_sacrifice (const object *altar, const object *sacrifice) 318check_altar_sacrifice (const object *altar, const object *sacrifice)
339{ 319{
340 if ( ! QUERY_FLAG (sacrifice, FLAG_ALIVE) 320 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER)
341 && ! QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
342 && sacrifice->type != PLAYER)
343 { 321 {
344 if ((ARCH_SACRIFICE(altar) == sacrifice->arch->name || 322 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
345 ARCH_SACRIFICE(altar) == sacrifice->name || 323 || ARCH_SACRIFICE (altar) == sacrifice->name
346 ARCH_SACRIFICE(altar) == sacrifice->slaying || 324 || ARCH_SACRIFICE (altar) == sacrifice->slaying
347 (!strcmp(ARCH_SACRIFICE(altar),query_base_name(sacrifice,0)))) 325 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0))))
348 && NROF_SACRIFICE(altar) <= (sacrifice->nrof?sacrifice->nrof:1)) 326 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1))
349 return 1; 327 return 1;
328
350 if (strcmp (ARCH_SACRIFICE(altar), "money") == 0 329 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
351 && sacrifice->type == MONEY
352 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE(altar)) 330 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
353 return 1; 331 return 1;
354 } 332 }
333
355 return 0; 334 return 0;
356} 335}
357
358 336
359/* 337/*
360 * operate_altar checks if sacrifice was accepted and removes sacrificed 338 * operate_altar checks if sacrifice was accepted and removes sacrificed
361 * objects. If sacrifice was succeed return 1 else 0. Might be better to 339 * objects. If sacrifice was succeed return 1 else 0. Might be better to
362 * call check_altar_sacrifice (above) than depend on the return value, 340 * call check_altar_sacrifice (above) than depend on the return value,
363 * since operate_altar will remove the sacrifice also. 341 * since operate_altar will remove the sacrifice also.
364 * 342 *
365 * If this function returns 1, '*sacrifice' is modified to point to the 343 * If this function returns 1, '*sacrifice' is modified to point to the
366 * remaining sacrifice, or is set to NULL if the sacrifice was used up. 344 * remaining sacrifice, or is set to NULL if the sacrifice was used up.
367 */ 345 */
368 346int
369int operate_altar (object *altar, object **sacrifice) 347operate_altar (object *altar, object **sacrifice)
370{ 348{
371
372 if ( ! altar->map) { 349 if (!altar->map)
350 {
373 LOG (llevError, "BUG: operate_altar(): altar has no map\n"); 351 LOG (llevError, "BUG: operate_altar(): altar has no map\n");
374 return 0; 352 return 0;
375 } 353 }
376 354
377 if (!altar->slaying || altar->value) 355 if (!altar->slaying || altar->value)
378 return 0; 356 return 0;
379 357
380 if ( ! check_altar_sacrifice (altar, *sacrifice)) 358 if (!check_altar_sacrifice (altar, *sacrifice))
381 return 0; 359 return 0;
382 360
383 /* check_altar_sacrifice should have already verified that enough money 361 /* check_altar_sacrifice should have already verified that enough money
384 * has been dropped. 362 * has been dropped.
385 */ 363 */
386 if (!strcmp(ARCH_SACRIFICE(altar), "money")) { 364 if (!strcmp (ARCH_SACRIFICE (altar), "money"))
365 {
387 int number=NROF_SACRIFICE(altar) / (*sacrifice)->value; 366 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
388 367
389 /* Round up any sacrifices. Altars don't make change either */ 368 /* Round up any sacrifices. Altars don't make change either */
390 if (NROF_SACRIFICE(altar) % (*sacrifice)->value) number++; 369 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
370 number++;
371
391 *sacrifice = decrease_ob_nr (*sacrifice, number); 372 *sacrifice = decrease_ob_nr (*sacrifice, number);
392 } 373 }
393 else 374 else
394 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE(altar)); 375 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar));
395 376
396 if (altar->msg) 377 if (altar->msg)
397 new_info_map(NDI_BLACK, altar->map, altar->msg); 378 new_info_map (NDI_BLACK, altar->map, altar->msg);
379
398 return 1; 380 return 1;
399} 381}
400 382
383void
401void trigger_move (object *op, int state) /* 1 down and 0 up */ 384trigger_move (object *op, int state) /* 1 down and 0 up */
402{ 385{
403 op->stats.wc = state; 386 op->stats.wc = state;
404 if (state) { 387 if (state)
388 {
405 use_trigger(op); 389 use_trigger (op);
406 if (op->stats.exp > 0) /* check sanity */ 390 op->set_speed (op->stats.exp > 0 ? 1. / op->stats.exp : 1.);
407 op->speed = 1.0 / op->stats.exp;
408 else
409 op->speed = 1.0;
410 update_ob_speed(op);
411 op->speed_left = -1; 391 op->speed_left = -1;
412 } else { 392 }
393 else
394 {
413 use_trigger(op); 395 use_trigger (op);
414 op->speed = 0; 396 op->set_speed (0);
415 update_ob_speed(op);
416 } 397 }
417} 398}
418 399
419 400
420/* 401/*
427 * 408 *
428 * TRIGGER: Returns 1 if handle could be moved, 0 if not. 409 * TRIGGER: Returns 1 if handle could be moved, 0 if not.
429 * 410 *
430 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0. 411 * TRIGGER_BUTTON, TRIGGER_PEDESTAL: Returns 0.
431 */ 412 */
413int
432int check_trigger (object *op, object *cause) 414check_trigger (object *op, object *cause)
433{ 415{
434 object *tmp; 416 object *tmp;
435 int push = 0, tot = 0; 417 int push = 0, tot = 0;
436 int in_movement = op->stats.wc || op->speed; 418 int in_movement = op->stats.wc || op->speed;
437 419
438 switch (op->type) { 420 switch (op->type)
421 {
439 case TRIGGER_BUTTON: 422 case TRIGGER_BUTTON:
440 if (op->weight > 0) { 423 if (op->weight > 0)
424 {
441 if (cause) { 425 if (cause)
426 {
442 for (tmp = op->above; tmp; tmp = tmp->above) 427 for (tmp = op->above; tmp; tmp = tmp->above)
443 /* Comment reproduced from update_buttons(): */ 428 /* Comment reproduced from update_buttons(): */
444 /* Basically, if the move_type matches that on what the 429 /* Basically, if the move_type matches that on what the
445 * button wants, we count it. The second check is so that 430 * button wants, we count it. The second check is so that
446 * objects that don't move (swords, etc) will count. Note that 431 * objects that don't move (swords, etc) will count. Note that
447 * this means that more work is needed to make buttons 432 * this means that more work is needed to make buttons
448 * that are only triggered by flying objects. 433 * that are only triggered by flying objects.
449 */ 434 */
450 435
451 if ((tmp->move_type & op->move_on) || tmp->move_type==0) { 436 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
437 {
452 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) 438 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying;
453 + tmp->carrying;
454 } 439 }
455 if (tot >= op->weight) 440 if (tot >= op->weight)
456 push = 1; 441 push = 1;
457 if (op->stats.ac == push) 442 if (op->stats.ac == push)
458 return 0; 443 return 0;
459 op->stats.ac = push; 444 op->stats.ac = push;
460 if (NUM_ANIMATIONS(op) > 1) { 445 if (NUM_ANIMATIONS (op) > 1)
446 {
461 SET_ANIMATION (op, push); 447 SET_ANIMATION (op, push);
462 update_object (op, UP_OBJ_FACE); 448 update_object (op, UP_OBJ_FACE);
463 } 449 }
464 if (in_movement || ! push) 450 if (in_movement || !push)
465 return 0; 451 return 0;
466 } 452 }
467 trigger_move (op, push); 453 trigger_move (op, push);
468 } 454 }
469 return 0; 455 return 0;
470 456
471 case TRIGGER_PEDESTAL: 457 case TRIGGER_PEDESTAL:
472 if (cause) { 458 if (cause)
459 {
473 for (tmp = op->above; tmp; tmp = tmp->above) { 460 for (tmp = op->above; tmp; tmp = tmp->above)
461 {
474 object *head = tmp->head ? tmp->head : tmp; 462 object *head = tmp->head_ ();
475 463
476 /* See comment in TRIGGER_BUTTON about move_types */ 464 /* See comment in TRIGGER_BUTTON about move_types */
477 if (((head->move_type & op->move_on) || head->move_type==0) 465 if (((head->move_type & op->move_on) || head->move_type == 0)
478 && (head->race==op->slaying ||
479 (!strcmp (op->slaying, "player") && head->type == PLAYER))) { 466 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
467 {
480 push = 1; 468 push = 1;
481 break; 469 break;
482 } 470 }
483 } 471 }
472
484 if (op->stats.ac == push) 473 if (op->stats.ac == push)
485 return 0; 474 return 0;
475
486 op->stats.ac = push; 476 op->stats.ac = push;
477
487 if (NUM_ANIMATIONS(op) > 1) { 478 if (NUM_ANIMATIONS (op) > 1)
479 {
488 SET_ANIMATION (op, push); 480 SET_ANIMATION (op, push);
489 update_object (op, UP_OBJ_FACE); 481 update_object (op, UP_OBJ_FACE);
490 } 482 }
483
491 update_object(op,UP_OBJ_FACE); 484 update_object (op, UP_OBJ_FACE);
485
492 if (in_movement || ! push) 486 if (in_movement || !push)
493 return 0; 487 return 0;
494 } 488 }
489
495 trigger_move (op, push); 490 trigger_move (op, push);
496 return 0; 491 return 0;
497 492
498 case TRIGGER_ALTAR: 493 case TRIGGER_ALTAR:
499 if (cause) { 494 if (cause)
495 {
500 if (in_movement) 496 if (in_movement)
501 return 0; 497 return 0;
498
502 if (operate_altar (op, &cause)) { 499 if (operate_altar (op, &cause))
500 {
503 if (NUM_ANIMATIONS(op) > 1) { 501 if (NUM_ANIMATIONS (op) > 1)
502 {
504 SET_ANIMATION (op, 1); 503 SET_ANIMATION (op, 1);
505 update_object(op, UP_OBJ_FACE); 504 update_object (op, UP_OBJ_FACE);
506 } 505 }
506
507 if (op->last_sp >= 0) { 507 if (op->last_sp >= 0)
508 {
508 trigger_move (op, 1); 509 trigger_move (op, 1);
509 if (op->last_sp > 0) 510 if (op->last_sp > 0)
510 op->last_sp = -op->last_sp; 511 op->last_sp = -op->last_sp;
511 } 512 }
512 else { 513 else
514 {
513 /* for trigger altar with last_sp, the ON/OFF 515 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated": 516 * status (-> +/- value) is "simulated":
515 */ 517 */
516 op->value = !op->value; 518 op->value = !op->value;
517 trigger_move (op, 1); 519 trigger_move (op, 1);
518 op->last_sp = -op->last_sp; 520 op->last_sp = -op->last_sp;
519 op->value = !op->value; 521 op->value = !op->value;
520 } 522 }
523
521 return cause == NULL; 524 return cause == NULL;
522 } else {
523 return 0;
524 } 525 }
525 } else { 526 else
527 return 0;
528 }
529 else
530 {
526 if (NUM_ANIMATIONS(op) > 1) { 531 if (NUM_ANIMATIONS (op) > 1)
532 {
527 SET_ANIMATION (op, 0); 533 SET_ANIMATION (op, 0);
528 update_object(op, UP_OBJ_FACE); 534 update_object (op, UP_OBJ_FACE);
529 } 535 }
530 536
531 /* If trigger_altar has "last_sp > 0" set on the map, 537 /* If trigger_altar has "last_sp > 0" set on the map,
532 * it will push the connected value only once per sacrifice. 538 * it will push the connected value only once per sacrifice.
533 * Otherwise (default), the connected value will be 539 * Otherwise (default), the connected value will be
534 * pushed twice: First by sacrifice, second by reset! -AV 540 * pushed twice: First by sacrifice, second by reset! -AV
535 */ 541 */
536 if (!op->last_sp) 542 if (!op->last_sp)
537 trigger_move (op, 0); 543 trigger_move (op, 0);
538 else { 544 else
545 {
539 op->stats.wc = 0; 546 op->stats.wc = 0;
540 op->value = !op->value; 547 op->value = !op->value;
541 op->speed = 0; 548 op->set_speed (0);
542 update_ob_speed(op);
543 } 549 }
544 } 550 }
545 return 0; 551 return 0;
546 552
547 case TRIGGER: 553 case TRIGGER:
548 if (cause) { 554 if (cause)
555 {
549 if (in_movement) 556 if (in_movement)
550 return 0; 557 return 0;
558
551 push = 1; 559 push = 1;
552 } 560 }
561
553 if (NUM_ANIMATIONS(op) > 1) { 562 if (NUM_ANIMATIONS (op) > 1)
563 {
554 SET_ANIMATION (op, push); 564 SET_ANIMATION (op, push);
555 update_object(op, UP_OBJ_FACE); 565 update_object (op, UP_OBJ_FACE);
556 } 566 }
567
557 trigger_move (op, push); 568 trigger_move (op, push);
558 return 1; 569 return 1;
559 570
560 default: 571 default:
561 LOG(llevDebug, "Unknown trigger type: %s (%d)\n", op->name, op->type); 572 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
562 return 0; 573 return 0;
563 } 574 }
564} 575}
565 576
577void
566void add_button_link(object *button, mapstruct *map, int connected) { 578add_button_link (object *button, maptile *map, int connected)
579{
567 oblinkpt *obp; 580 oblinkpt *obp;
568 objectlink *ol = get_objectlink(); 581 objectlink *ol = get_objectlink ();
569 582
570 if (!map) { 583 if (!map)
584 {
571 LOG(llevError, "Tried to add button-link without map.\n"); 585 LOG (llevError, "Tried to add button-link without map.\n");
572 return; 586 return;
573 } 587 }
588
574 if (!editor) button->path_attuned = connected; /* peterm: I need this so I can rebuild 589 button->path_attuned = connected; /* peterm: I need this so I can rebuild
575 a connected map from a template map. */ 590 a connected map from a template map. */
576/* LOG(llevDebug,"adding button %s (%d)\n", button->name, connected);*/
577 591
578 SET_FLAG(button,FLAG_IS_LINKED); 592 SET_FLAG (button, FLAG_IS_LINKED);
579 593
580 ol->ob = button; 594 ol->ob = button;
581 ol->id = button->count;
582 595
583 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next); 596 for (obp = map->buttons; obp && obp->value != connected; obp = obp->next)
597 ;
584 598
585 if (obp) { 599 if (obp)
600 {
586 ol->next = obp->link; 601 ol->next = obp->link;
587 obp->link = ol; 602 obp->link = ol;
603 }
588 } else { 604 else
605 {
589 obp = get_objectlinkpt(); 606 obp = get_objectlinkpt ();
590 obp->value = connected; 607 obp->value = connected;
591 608
592 obp->next = map->buttons; 609 obp->next = map->buttons;
593 map->buttons = obp; 610 map->buttons = obp;
594 obp->link = ol; 611 obp->link = ol;
595 } 612 }
596} 613}
597 614
598/* 615/*
599 * Remove the object from the linked lists of buttons in the map. 616 * Remove the object from the linked lists of buttons in the map.
600 * This is only needed by editors. 617 * This is only needed by editors.
601 */ 618 */
602 619
620void
603void remove_button_link(object *op) { 621remove_button_link (object *op)
622{
604 oblinkpt *obp; 623 oblinkpt *obp;
605 objectlink **olp, *ol; 624 objectlink **olp, *ol;
606 625
607 if (op->map == NULL) { 626 if (op->map == NULL)
627 {
608 LOG(llevError, "remove_button_link() in object without map.\n"); 628 LOG (llevError, "remove_button_link() in object without map.\n");
609 return; 629 return;
610 } 630 }
631
611 if (!QUERY_FLAG(op,FLAG_IS_LINKED)) { 632 if (!QUERY_FLAG (op, FLAG_IS_LINKED))
633 {
612 LOG(llevError, "remove_button_linked() in unlinked object.\n"); 634 LOG (llevError, "remove_button_linked() in unlinked object.\n");
613 return; 635 return;
614 } 636 }
637
615 for (obp = op->map->buttons; obp; obp = obp->next) 638 for (obp = op->map->buttons; obp; obp = obp->next)
616 for (olp = &obp->link; (ol = *olp); olp = &ol->next) 639 for (olp = &obp->link; (ol = *olp); olp = &ol->next)
617 if (ol->ob == op) { 640 if (ol->ob == op)
641 {
642
618/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n", 643/* LOG(llevDebug, "Removed link %d in button %s and map %s.\n",
619 obp->value, op->name, op->map->path); 644 obp->value, op->name, op->map->path);
620*/ 645*/
621 *olp = ol->next; 646 *olp = ol->next;
622 free(ol); 647 delete ol;
623 return; 648 return;
624 } 649 }
650
625 LOG(llevError, "remove_button_linked(): couldn't find object.\n"); 651 LOG (llevError, "remove_button_linked(): couldn't find object.\n");
626 CLEAR_FLAG(op,FLAG_IS_LINKED); 652 CLEAR_FLAG (op, FLAG_IS_LINKED);
627} 653}
628 654
629/* 655/*
630 * Gets the objectlink for this connection from the map. 656 * Gets the objectlink for this connection from the map.
631 */ 657 */
658oblinkpt *
632oblinkpt *get_connection_links (mapstruct *map, long connection) 659get_connection_links (maptile *map, long connection)
633{ 660{
634 for (oblinkpt *obp = map->buttons; obp; obp = obp->next) 661 for (oblinkpt * obp = map->buttons; obp; obp = obp->next)
635 if (obp->value == connection) 662 if (obp->value == connection)
636 return obp; 663 return obp;
664
637 return 0; 665 return 0;
638} 666}
639 667
640/* 668/*
641 * Return the first objectlink in the objects linked to this one 669 * Return the first objectlink in the objects linked to this one
642 */ 670 */
643 671
672oblinkpt *
644oblinkpt *get_button_links(const object *button) { 673get_button_links (const object *button)
674{
645 oblinkpt *obp; 675 oblinkpt *obp;
646 objectlink *ol; 676 objectlink *ol;
647 677
648 if (!button->map) 678 if (!button->map)
649 return NULL; 679 return NULL;
680
650 for (obp = button->map->buttons; obp; obp = obp->next) 681 for (obp = button->map->buttons; obp; obp = obp->next)
651 for (ol = obp->link; ol; ol = ol->next) 682 for (ol = obp->link; ol; ol = ol->next)
652 if (ol->ob == button && ol->id == button->count) 683 if (ol->ob == button)
653 return obp; 684 return obp;
685
654 return NULL; 686 return NULL;
655} 687}
656 688
657/* 689/*
658 * Made as a separate function to increase efficiency 690 * Made as a separate function to increase efficiency
659 */ 691 */
660 692
693int
661int get_button_value(const object *button) { 694get_button_value (const object *button)
695{
662 oblinkpt *obp; 696 oblinkpt *obp;
663 objectlink *ol; 697 objectlink *ol;
664 698
665 if (!button->map) 699 if (!button->map)
666 return 0; 700 return 0;
667 for (obp = button->map->buttons; obp; obp = obp->next) 701 for (obp = button->map->buttons; obp; obp = obp->next)
668 for (ol = obp->link; ol; ol = ol->next) 702 for (ol = obp->link; ol; ol = ol->next)
669 if (ol->ob == button && ol->id == button->count) 703 if (ol->ob == button)
670 return obp->value; 704 return obp->value;
671 return 0; 705 return 0;
672} 706}
673 707
674/* This routine makes monsters who are 708/* This routine makes monsters who are
677 * If floor is to be triggered must have 711 * If floor is to be triggered must have
678 * a speed of zero (default is 1 for all 712 * a speed of zero (default is 1 for all
679 * but the charm floor type). 713 * but the charm floor type).
680 * by b.t. thomas@nomad.astro.psu.edu 714 * by b.t. thomas@nomad.astro.psu.edu
681 */ 715 */
682 716
717void
683void do_mood_floor(object *op, object *source) { 718do_mood_floor (object *op, object *source)
684 object *tmp; 719{
685 object *tmp2;
686
687 if (!source) 720 if (!source)
688 source = op; 721 source = op;
689 722
690 for (tmp = GET_MAP_OB(op->map, op->x, op->y); tmp; tmp=tmp->above) 723 mapspace &ms = op->ms ();
724
725 if (!(ms.flags () & P_IS_ALIVE))
726 return;
727
728 object *tmp;
729
730 for (tmp = ms.top; tmp; tmp = tmp->below)
691 if (QUERY_FLAG(tmp, FLAG_MONSTER)) break; 731 if (QUERY_FLAG (tmp, FLAG_MONSTER))
732 break;
692 733
693 /* doesn't effect players, and if there is a player on this space, won't also 734 /* doesn't effect players, and if there is a player on this space, won't also
694 * be a monster here. 735 * be a monster here.
695 */ 736 */
737 //TODO: have players really FLAG_MONSTER? kept it for safety
696 if (!tmp || tmp->type == PLAYER) return; 738 if (!tmp || tmp->type == PLAYER)
739 return;
697 740
698 switch(op->last_sp) { 741 switch (op->last_sp)
742 {
699 case 0: /* furious--make all monsters mad */ 743 case 0: /* furious--make all monsters mad */
700 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE))
701 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
702 if(QUERY_FLAG(tmp, FLAG_FRIENDLY)) {
703 CLEAR_FLAG(tmp, FLAG_FRIENDLY);
704 remove_friendly_object(tmp);
705 tmp->attack_movement = 0;
706 /* lots of checks here, but want to make sure we don't
707 * dereference a null value
708 */
709 if (tmp->type == GOLEM && tmp->owner && tmp->owner->type==PLAYER &&
710 tmp->owner->contr->ranges[range_golem]==tmp) {
711 tmp->owner->contr->ranges[range_golem]=NULL;
712 tmp->owner->contr->golem_count = 0;
713 }
714 tmp->owner = 0;
715 }
716 break;
717 case 1: /* angry -- get neutral monsters mad */
718 if(QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)&&
719 !QUERY_FLAG(tmp, FLAG_FRIENDLY))
720 CLEAR_FLAG(tmp, FLAG_UNAGGRESSIVE);
721 break;
722 case 2: /* calm -- pacify unfriendly monsters */
723 if(!QUERY_FLAG(tmp, FLAG_UNAGGRESSIVE)) 744 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE))
745 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
746
747 if (QUERY_FLAG (tmp, FLAG_FRIENDLY))
748 {
749 tmp->attack_movement = 0;
750 /* lots of checks here, but want to make sure we don't
751 * dereference a null value
752 */
753 if (tmp->type == GOLEM
754 && tmp->owner
755 && tmp->owner->type == PLAYER
756 && tmp->owner->contr->golem == tmp)
757 tmp->owner->contr->golem = 0;
758
759 tmp->owner = 0;
760
761 remove_friendly_object (tmp);
762 }
763 break;
764
765 case 1: /* angry -- get neutral monsters mad */
766 if (QUERY_FLAG (tmp, FLAG_UNAGGRESSIVE) && !QUERY_FLAG (tmp, FLAG_FRIENDLY))
767 CLEAR_FLAG (tmp, FLAG_UNAGGRESSIVE);
768 break;
769
770 case 2: /* calm -- pacify unfriendly monsters */
724 SET_FLAG(tmp, FLAG_UNAGGRESSIVE); 771 SET_FLAG (tmp, FLAG_UNAGGRESSIVE);
725 break; 772 break;
773
726 case 3: /* make all monsters fall asleep */ 774 case 3: /* make all monsters fall asleep */
727 if(!QUERY_FLAG(tmp, FLAG_SLEEP))
728 SET_FLAG(tmp, FLAG_SLEEP); 775 SET_FLAG (tmp, FLAG_SLEEP);
729 break; 776 break;
777
730 case 4: /* charm all monsters */ 778 case 4: /* charm all monsters */
731 if (op == source) break; /* only if 'connected' */ 779 if (op == source)
780 break; /* only if 'connected' */
732 781
733 for(tmp2=get_map_ob(source->map,source->x,source->y); /* finding an owner */ 782 if (object *pl = source->ms ().player ())
734 tmp2->type!=PLAYER;tmp2=tmp2->above) 783 {
735 if(tmp2->above==NULL) break; 784 tmp->set_owner (pl);
736
737 if (tmp2->type != PLAYER)
738 break;
739 set_owner(tmp,tmp2);
740 SET_FLAG(tmp,FLAG_MONSTER); 785 SET_FLAG (tmp, FLAG_MONSTER);
786
741 tmp->stats.exp = 0; 787 tmp->stats.exp = 0;
742 SET_FLAG(tmp, FLAG_FRIENDLY); 788
743 add_friendly_object (tmp); 789 add_friendly_object (tmp);
744 tmp->attack_movement = PETMOVE; 790 tmp->attack_movement = PETMOVE;
791 }
792 break;
793
794 case 6: // kill monsters
795 if (!QUERY_FLAG (tmp, FLAG_FRIENDLY))
745 break; 796 break;
746 797
798 // FALL THROUGH
799 case 5: // kill all alives
800 if (!tmp->flag [FLAG_PRECIOUS])
801 {
802 get_archetype ("burnout")->insert_at (tmp, source);
803 tmp->destroy ();
804 }
805 break;
806
747 default: 807 default:
748 break; 808 break;
749
750 } 809 }
751} 810}
752 811
753/* this function returns the object it matches, or NULL if non. 812/* this function returns the object it matches, or NULL if non.
754 * It will descend through containers to find the object. 813 * It will descend through containers to find the object.
755 * slaying = match object slaying flag 814 * slaying = match object slaying flag
756 * race = match object archetype name flag 815 * race = match object archetype name flag
757 * hp = match object type (excpt type '0'== PLAYER) 816 * hp = match object type (excpt type '0'== PLAYER)
758 */ 817 */
759 818object *
760object * check_inv_recursive(object *op, const object *trig) 819check_inv_recursive (object *op, const object *trig)
761{ 820{
762 object *tmp,*ret=NULL; 821 object *tmp, *ret = NULL;
763 822
764 /* First check the object itself. */ 823 /* First check the object itself. */
765 if((trig->stats.hp && (op->type == trig->stats.hp)) 824 if ((trig->stats.hp && (op->type == trig->stats.hp))
766 || (trig->slaying && (op->slaying == trig->slaying)) 825 || (trig->slaying && (op->slaying == trig->slaying))
767 || (trig->race && (op->arch->name == trig->race))) 826 || (trig->race && (op->arch->archname == trig->race)))
768 return op; 827 return op;
769 828
770 for(tmp=op->inv; tmp; tmp=tmp->below) { 829 for (tmp = op->inv; tmp; tmp = tmp->below)
830 {
771 if (tmp->inv) { 831 if (tmp->inv)
832 {
772 ret=check_inv_recursive(tmp, trig); 833 ret = check_inv_recursive (tmp, trig);
834 if (ret)
773 if (ret) return ret; 835 return ret;
774 } 836 }
775 else if((trig->stats.hp && (tmp->type == trig->stats.hp)) 837 else if ((trig->stats.hp && (tmp->type == trig->stats.hp))
776 || (trig->slaying && (tmp->slaying == trig->slaying)) 838 || (trig->slaying && (tmp->slaying == trig->slaying))
777 || (trig->race && (tmp->arch->name == trig->race))) 839 || (trig->race && (tmp->arch->archname == trig->race)))
778 return tmp; 840 return tmp;
779 } 841 }
780 return NULL; 842 return NULL;
781} 843}
782 844
783/* check_inv(), a function to search the inventory, 845/* check_inv(), a function to search the inventory,
784 * of a player and then based on a set of conditions, 846 * of a player and then based on a set of conditions,
785 * the square will activate connected items. 847 * the square will activate connected items.
786 * Monsters can't trigger this square (for now) 848 * Monsters can't trigger this square (for now)
787 * Values are: last_sp = 1/0 obj/no obj triggers 849 * Values are: last_sp = 1/0 obj/no obj triggers
788 * last_heal = 1/0 remove/dont remove obj if triggered 850 * last_heal = 1/0 remove/dont remove obj if triggered
789 * -b.t. (thomas@nomad.astro.psu.edu 851 * -b.t. (thomas@nomad.astro.psu.edu
790 */ 852 *
791 853 * Tue Dec 19 15:34:00 CET 2006 elmex: changed the function to ignore op
854 * because the check-inventory semantic essentially only applies when
855 * something is above the inventory checker.
856 * The semantic prior this change was: trigger if something has moved on or off
857 * and has a matching item. Imagine what happens if someone steps on the inventory
858 * checker with a matching item, has it, activates the connection, throws the item
859 * away, and then leaves the inventory checker. That would've caused an always-enabled
860 * state in the inventory checker. This won't happen anymore now.
861 *
862 * Wed Jan 10 11:34:26 CET 2007 elmex: fixed this function, we now check
863 * whether op is on this mapspace or not, because the value (1|0) depends
864 * on this information. also make sure to only push_button if op has
865 * a matching item (because when we do a push_button with value=0 timed gates
866 * will still open)! (i hope i got the semantics right this time)
867 *
868 */
869void
792void check_inv (object *op, object *trig) { 870check_inv (object *op, object *trig)
793object *match; 871{
872 trig->value = 0; // deactivate if none of the following conditions apply
794 873
795 if(op->type != PLAYER) return; 874 object *pl = trig->ms ().player ();
796 match = check_inv_recursive(op,trig); 875 object *match = check_inv_recursive (op, trig);
797 if (match && trig->last_sp) { 876
877 // elmex: a note about (pl == op):
878 // if pl == 0 then the player has left this space
879 // if pl != 0 then a player is on this mapspace, but then
880 // we still have to check whether it's the player that triggered
881 // this inv-checker, because if not, then the op left this inv-checker
882 // and we have to set the value to 0
883
884 if (match && trig->last_sp) // match == having
885 {
798 if(trig->last_heal) 886 if (trig->last_heal)
799 decrease_ob(match); 887 decrease_ob (match);
800 use_trigger(trig); 888
889 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
890 push_button (trig);
891 }
892 else if (!match && !trig->last_sp) // match == not having
801 } 893 {
802 else if (!match && !trig->last_sp) 894 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
803 use_trigger(trig); 895 push_button (trig);
804}
805
806
807/* This does a minimal check of the button link consistency for object
808 * map. All it really does it much sure the object id link that is set
809 * matches what the object has.
810 */
811void verify_button_links(const mapstruct *map) {
812 oblinkpt *obp;
813 objectlink *ol;
814
815 if (!map) return;
816
817 for (obp = map->buttons; obp; obp = obp->next) {
818 for (ol=obp->link; ol; ol=ol->next) {
819 if (ol->id!=ol->ob->count)
820 LOG(llevError,"verify_button_links: object %s on list is corrupt (%d!=%d)\n",ol->ob->name, ol->id, ol->ob->count);
821 }
822 } 896 }
823} 897}
898

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